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jimiclaybrooks
11-12-2010, 08:31 AM
So I finally decided to try using joint morphs on a character. After all that I had heard, I shied away from them. Now I see why. I followed a very simple tut,and it was really a breeze to set up, but ...:cursin: both plugins are mess'n up the model. Joint Morph Plus is definitely buggy. But I read that Joint Morph was cool. Is there any way to fix this? and get it workn? I only edited a few verts on the elbow, but as you can see, the whole arm is affected.

RebelHill
11-12-2010, 08:58 AM
TBH, id give up. its not the joint morf modifiers that are to blame, its the way morfs and bones evaluate together, which makes it hard to model accurately offset shapes.

Using morfs to tweak the deformation of areas can work really well in LW, but only when those changes are minor in terms of the bones transform.

Things like this where you have a joint going through a very wide turn, as an elbow does from open to closed, are a nightmare for joint morfing, and best avoided.

jimiclaybrooks
11-12-2010, 09:25 AM
Thanks Rebel Hill
I appreciate the honest response. I think I'll take you up on that. If it's as bad as you say it is, and I know u know your stuff, then its not worth the trouble. thanks

Netvudu
11-13-2010, 01:20 PM
so RH, do you think the best way to do this is to apply a displacement activated by bone rotation? what´s your current solution for muscle deformation?

silviotoledo
11-16-2010, 01:33 PM
try this:

http://www.newtek.com/forums/showthread.php?t=111386&highlight=muscle+tools

and this:

http://www.newtek.com/forums/showthread.php?t=112689&highlight=Coat

RebelHill
11-16-2010, 02:21 PM
using morfs for muscle bulge is one thing, and thats fine... morfing a bicep based on the rotation at the elbow, no problem... however trying to fix deformation at the pivot point, the elbow itself... forget about it.